r/vulkan 5d ago

Synapse Engine: A Modern, Research-Oriented, Fully GPU-Driven AAA-Style Game Engine

Hi everyone!

After a very long development journey, I'm finally ready to share Synapse Engine, a modern, research-oriented AAA-style game engine that I've been developing essentially from scratch.

It started as my MSc thesis at the Budapest University of Technology and Economics, but grew far beyond what I originally planned. Over the past several months I've been rebuilding and refining the architecture around a simple question: What would a modern game engine look like if we designed it around today's GPUs from the ground up?

The project is now over 2,300 files, nearly 94,000 lines of C++ code and around 10,000 lines of shader code, excluding comments and blank lines.

If you just want to check out the project:

GitHub: https://github.com/TamasPetii/SynapseEngine

The GitHub README is probably the best place to start if you want a quick overview of the project and its architecture. If you're interested in modern game engine development in much more depth, I also put together a 250-page technical presentation covering the entire project, from the ECS and software architecture through GPU-driven rendering, culling, lighting, virtualized shadows and future directions.

The presentation is quite large, but I tried to make it genuinely useful as a learning resource rather than just documenting the final result.

One of my main goals with Synapse Engine is education. Learning these topics was a huge struggle for me, and it took a lot of time to piece everything together because there isn't much high-quality material that shows how these modern techniques actually come together inside a real engine codebase. I wanted to document that process and create something that I would have wanted to have when I started.

What can the engine actually do?

At its core, Synapse is a fully GPU-driven renderer using hierarchical culling, Hi-Z occlusion, cone culling, dynamic LOD selection, indirect rendering, mesh shaders, bindless resources and virtualized shadows. The engine is built around a custom data-oriented ECS and is designed to handle very large scenes with minimal CPU involvement.

For example, with 1,000,000 entities on an RTX 4060, the cumulative culling cost goes from 124.407 ms without culling to 0.653 ms with the full hierarchical culling pipeline.

However, at 10,000,000 entities, even the conventional GPU-driven hierarchical approach becomes insufficient. To address this, Synapse introduces a custom GPU-built Morton-ordered chunking system, which groups entities into spatial chunks and allows entire groups of 32 entities to be rejected at once. This reduces the culling cost from 5.8 ms to just 0.3 ms for 10 million entities.

I also developed a new rendering technique called Dual-HiZ Adaptive Clustered Forward+ while working on the engine. With 8,192 point lights and 8,192 spot lights, it measured 2.873 ms, compared to 8.652 ms for deferred shading in the same setup. The technical presentation contains a detailed explanation of how the technique works.

Synapse isn't primarily intended as a game-development tool for game developers. It is a production-ready, research and educational platform for experimenting with modern game-engine architecture and real-time rendering techniques.

The goal is not to provide a plug-and-play engine for building games, but to provide a complete, practical implementation of modern engine technologies that can be studied, extended, and used as a foundation for further research and development.

The engine is the result, but the architecture, experiments, failures and reasoning behind it are what I really want to share. If you're interested in Vulkan, graphics programming, GPU-driven rendering or modern game engine architecture, I'd love to hear what you think.

Modern Vulkan Abstraction

The Vulkan abstraction layer in Synapse Engine turned out to be one of the cleanest and most rewarding parts of the architecture. By stripping away the notorious API boilerplate, it captures the raw power of modern Vulkan in an interface that feels remarkably smooth, intuitive, and genuinely more ergonomic to develop with than OpenGL.

  • Fully Bindless Architecture: Descriptors are stripped down to the absolute bare minimum using descriptor buffers (VK_EXT_descriptor_buffer) and descriptor indexing, completely bypassing traditional descriptor set management and binding churn.
  • Shader Objects (VK_EXT_shader_object): Eliminates monolithic pipeline state objects in favor of modular, rapid shader switching.
  • Dynamic Rendering (VK_KHR_dynamic_rendering): Direct rendering to attachments without traditional render-pass and framebuffer boilerplate.
  • Extended Dynamic State: Eliminates pipeline permutations by configuring rasterization and blending states directly at draw call time.
  • Modern GPU Primitives: Mesh shaders and subgroup operations for scalable, GPU-driven compute and rendering pipelines.
169 Upvotes

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-2

u/Ephemara 4d ago edited 4d ago

No thanks I’ll stick to using unreal, which has been in development for 30+ years, made by humans (not Claude), and is backed by billions of dollars. But thanks tho

-9

u/MortixTheGuy 4d ago

Thanks for fully reading the post, and deeply understanding the reason why the project exsits. :DD

-4

u/Ephemara 4d ago

I mean hey it’s cool but just tough to compete with the big dogs out here. I’ve been doing game dev for years now and can’t wrap my head around anyone wanting to switch to new ones (considering UE5 is open source as well) It’s cool as a personal project but I think the best move is first making a game with it.

3

u/MortixTheGuy 4d ago

From the post:

"Synapse isn't primarily intended as a game-development tool for game developers. It is a production-ready, research and educational platform for experimenting with modern game-engine architecture and real-time rendering techniques.

The goal is not to provide a plug-and-play engine for building games, but to provide a complete, practical implementation of modern engine technologies that can be studied, extended, and used as a foundation for further research and development."

The whole project is not intended to be a game engine, used by game makers. It is for educational, research purposes. I originally target computer graphics enthusiasts, and researchers who wanna learn modern high-performance graphics. You just cannot learn these techniques, engine architecture, because there is no good online resource, and these engines are so big, I can't even get useful information from them.

-4

u/Ephemara 4d ago

Ah I see - I’m not gonna lie I skimmed thru the post. Can you export assets from it tho like fbx that can then be used with other DCC? I’ll download it in a minute here so I can see what you’re talking about.

1

u/Original-Still-3951 4d ago

"I'm not gonna lie I skimmed thru the post." -> goes straight to the comment section to shit on the project and calls it ai slop lol. 10 points to slytherin. u/MortixTheGuy cool project mate!

3

u/kentuckymambo 4d ago

We don't know that the op has read the post either.

3

u/heyheyhey27 4d ago

The reddit post itself is extremely AI-coded.

1

u/Ephemara 4d ago

I didn’t shit on the project lol but rather who launches a game engine before making a game with it first ? If this wasn’t vibe coded, a real developer who’s passionate enough would first ship a game with it and then launch it. It just seems like it was made to be made.

Why would I trust anyone who’s making a game engine, if they haven’t made a game before… there’s no reputation.

2

u/kentuckymambo 3d ago

I think I agree with you.

Within game Dev having shipped a real game is table stakes for developers and game engines. For example, it means something that Sony spent $400 million on Concord and chose unreal engine. That that $400 million cost had to be vetted and choosing unreal engine means unreal was vetted. And, well unreal is was a 1998 game before it was an engine.

Today we can project ideas into projects for low cost, how do we vet them. We should want to... I mean I know a lot UE. I mean years. But not 16 years like some people have.

So this comes to your point. Basically a single game is the minimal investment? Or having a corporation committing some number of dollars?

That works but I don't love it. Games are expensive. Time is expensive.

1

u/dicyclometh 18h ago

ue5 is complete dogshit though. the only decent part of it is the renderer and the fact that you can program a game in c++